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So 5th edition is coming soon
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<blockquote data-quote="pemerton" data-source="post: 5517882" data-attributes="member: 42582"><p><strong>Healing potions</strong></p><p></p><p>The party in my game has 5 PCs:</p><p></p><p>A polearm melee-controller fighter multi-class cleric - a dwarf with a cloak of the walking wounded and a Defensive weapon, and who also has Comeback Strike.</p><p></p><p>A tiefling charisma paladin.</p><p></p><p>A drow chaos sorcerer.</p><p></p><p>A human wizard multi-class invoker.</p><p></p><p>An elf hybrid ranger-cleric mulit-class paladin (for Religion skill and the LoH variant that removes a condition).</p><p></p><p>Needless to say, this party uses healing potions from time to time - the dwarf fighter would be the only exception - as they quite frequently run out of in-combat healing powers. They've never bought or made a potion - they've all been received as treasure - so the question of monetary value has not come up on the player side of the issue.</p><p></p><p>As for second wind - the dwarf uses it every encounter, obviously, and in recent session I can remember the paladin and the wizard both using it. The ranger-cleric uses it only rarely (not being in melee, he tends to take less damage). Likewise for the sorcerer.</p><p></p><p>If the party had a warlord or melee cleric in place of the paladin their healing would be noticeably improved and perhaps they probably woulnd't need the potions or non-dwarven second winds - although they would be taking more damage (the paladin has the best overall defences in the party) and would notice the reduced defence, I think, despite the dwarven fighter's capacity to do a lot of defending.</p><p></p><p>Bottom line: at least in my game, the 4e healing rules haven't produced any mechanical isssues. And I at least have no flavour issues with them - martial healing seems to me no harder to work with than hit points themselves.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5517882, member: 42582"] [B]Healing potions[/B] The party in my game has 5 PCs: A polearm melee-controller fighter multi-class cleric - a dwarf with a cloak of the walking wounded and a Defensive weapon, and who also has Comeback Strike. A tiefling charisma paladin. A drow chaos sorcerer. A human wizard multi-class invoker. An elf hybrid ranger-cleric mulit-class paladin (for Religion skill and the LoH variant that removes a condition). Needless to say, this party uses healing potions from time to time - the dwarf fighter would be the only exception - as they quite frequently run out of in-combat healing powers. They've never bought or made a potion - they've all been received as treasure - so the question of monetary value has not come up on the player side of the issue. As for second wind - the dwarf uses it every encounter, obviously, and in recent session I can remember the paladin and the wizard both using it. The ranger-cleric uses it only rarely (not being in melee, he tends to take less damage). Likewise for the sorcerer. If the party had a warlord or melee cleric in place of the paladin their healing would be noticeably improved and perhaps they probably woulnd't need the potions or non-dwarven second winds - although they would be taking more damage (the paladin has the best overall defences in the party) and would notice the reduced defence, I think, despite the dwarven fighter's capacity to do a lot of defending. Bottom line: at least in my game, the 4e healing rules haven't produced any mechanical isssues. And I at least have no flavour issues with them - martial healing seems to me no harder to work with than hit points themselves. [/QUOTE]
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